diff --git a/js/game.js b/js/game.js
index a8d9f67..83ef51d 100644
--- a/js/game.js
+++ b/js/game.js
@@ -199,7 +199,7 @@ export class Level {
else {
this.time_remaining = this.stored_level.time_limit * 20;
}
- this.timer_paused = false
+ this.timer_paused = false;
// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
// clock alteration shenanigans
this.tic_counter = 0;
@@ -364,9 +364,14 @@ export class Level {
}
}
-
- player_awaiting_input() {
- return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force))
+ can_accept_input() {
+ // We can accept input anytime the player can move, i.e. when they're not already moving and
+ // not in an un-overrideable slide.
+ // Note that this only makes sense in the middle of a tic; at the beginning of one, the
+ // player's movement cooldown may very well be 1, but it'll be decremented before they
+ // attempt to move
+ return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (
+ this.player.slide_mode === 'force' && this.player.last_move_was_force));
}
// Lynx PRNG, used unchanged in CC2
@@ -412,25 +417,25 @@ export class Level {
return mod;
}
- // Move the game state forwards by one tic
- // split into two parts for turn-based mode: first part is the consequences of the previous tick, second part depends on the player's input
+ // Move the game state forwards by one tic.
+ // For turn-based mode, this is split into two parts: advance_tic_finish_movement completes any
+ // ongoing movement started in the previous tic, and advance_tic_act allows actors to make new
+ // decisions. The player makes decisions between these two parts.
advance_tic(p1_primary_direction, p1_secondary_direction, pass) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
return;
}
+ // TODO rip out this try/catch, it's not how the game actually works
try {
- if (pass == 1)
- {
- this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
+ if (pass == 1) {
+ this.advance_tic_finish_movement(p1_primary_direction, p1_secondary_direction);
}
- else if (pass == 2)
- {
- this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
+ else if (pass == 2) {
+ this.advance_tic_act(p1_primary_direction, p1_secondary_direction);
}
- else
- {
+ else {
console.warn(`What pass is this?`);
}
}
@@ -449,7 +454,7 @@ export class Level {
}
}
- _advance_tic_part1(p1_primary_direction, p1_secondary_direction) {
+ advance_tic_finish_movement(p1_primary_direction, p1_secondary_direction) {
// Player's secondary direction is set immediately; it applies on arrival to cells even if
// it wasn't held the last time the player started moving
this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
@@ -522,23 +527,203 @@ export class Level {
if (this.player.movement_cooldown <= 0) {
this.player.is_pushing = false;
}
+ }
+ advance_tic_act(p1_primary_direction, p1_secondary_direction) {
// Second pass: actors decide their upcoming movement simultaneously
- // (we'll do the player's decision in part 2!)
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
- if (actor != this.player)
+ if (! actor.cell)
+ continue;
+
+ if (actor.movement_cooldown > 0)
+ continue;
+
+ // Teeth can only move the first 4 of every 8 tics, though "first"
+ // can be adjusted
+ if (actor.slide_mode === null &&
+ actor.type.uses_teeth_hesitation &&
+ (this.tic_counter + this.step_parity) % 8 >= 4)
{
- this.actor_decision(actor, p1_primary_direction);
+ continue;
+ }
+
+ let direction_preference;
+ if (this.compat.sliding_tanks_ignore_button &&
+ actor.slide_mode && actor.pending_reverse)
+ {
+ this._set_prop(actor, 'pending_reverse', false);
+ }
+ // Blocks that were pushed while sliding will move in the push direction as soon as they
+ // stop sliding, regardless of what they landed on
+ if (actor.pending_push) {
+ actor.decision = actor.pending_push;
+ this._set_prop(actor, 'pending_push', null);
+ continue;
+ }
+ if (actor.slide_mode === 'ice') {
+ // Actors can't make voluntary moves on ice; they just slide
+ actor.decision = actor.direction;
+ continue;
+ }
+ else if (actor.slide_mode === 'force') {
+ // Only the player can make voluntary moves on a force floor,
+ // and only if their previous move was an /involuntary/ move on
+ // a force floor. If they do, it overrides the forced move
+ // XXX this in particular has some subtleties in lynx (e.g. you
+ // can override forwards??) and DEFINITELY all kinds of stuff
+ // in ms
+ if (actor === this.player &&
+ p1_primary_direction &&
+ actor.last_move_was_force)
+ {
+ actor.decision = p1_primary_direction;
+ this._set_prop(actor, 'last_move_was_force', false);
+ }
+ else {
+ actor.decision = actor.direction;
+ if (actor === this.player) {
+ this._set_prop(actor, 'last_move_was_force', true);
+ }
+ }
+ continue;
+ }
+ else if (actor === this.player) {
+ if (p1_primary_direction) {
+ actor.decision = p1_primary_direction;
+ this._set_prop(actor, 'last_move_was_force', false);
+ }
+ continue;
+ }
+ else if (actor.type.movement_mode === 'forward') {
+ // blue tank behavior: keep moving forward, reverse if the flag is set
+ let direction = actor.direction;
+ if (actor.pending_reverse) {
+ direction = DIRECTIONS[actor.direction].opposite;
+ this._set_prop(actor, 'pending_reverse', false);
+ }
+ // Tanks are controlled explicitly so they don't check if they're blocked
+ // TODO tanks in traps turn around, but tanks on cloners do not, and i use the same
+ // prop for both
+ if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
+ actor.decision = direction;
+ }
+ continue;
+ }
+ else if (actor.type.movement_mode === 'follow-left') {
+ // bug behavior: always try turning as left as possible, and
+ // fall back to less-left turns when that fails
+ let d = DIRECTIONS[actor.direction];
+ direction_preference = [d.left, actor.direction, d.right, d.opposite];
+ }
+ else if (actor.type.movement_mode === 'follow-right') {
+ // paramecium behavior: always try turning as right as
+ // possible, and fall back to less-right turns when that fails
+ let d = DIRECTIONS[actor.direction];
+ direction_preference = [d.right, actor.direction, d.left, d.opposite];
+ }
+ else if (actor.type.movement_mode === 'turn-left') {
+ // glider behavior: preserve current direction; if that doesn't
+ // work, turn left, then right, then back the way we came
+ let d = DIRECTIONS[actor.direction];
+ direction_preference = [actor.direction, d.left, d.right, d.opposite];
+ }
+ else if (actor.type.movement_mode === 'turn-right') {
+ // fireball behavior: preserve current direction; if that doesn't
+ // work, turn right, then left, then back the way we came
+ let d = DIRECTIONS[actor.direction];
+ direction_preference = [actor.direction, d.right, d.left, d.opposite];
+ }
+ else if (actor.type.movement_mode === 'bounce') {
+ // bouncy ball behavior: preserve current direction; if that
+ // doesn't work, bounce back the way we came
+ let d = DIRECTIONS[actor.direction];
+ direction_preference = [actor.direction, d.opposite];
+ }
+ else if (actor.type.movement_mode === 'bounce-random') {
+ // walker behavior: preserve current direction; if that doesn't work, pick a random
+ // direction, even the one we failed to move in (but ONLY then)
+ direction_preference = [actor.direction, 'WALKER'];
+ }
+ else if (actor.type.movement_mode === 'pursue') {
+ // teeth behavior: always move towards the player
+ let target_cell = this.player.cell;
+ // CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
+ // they're still mostly in it
+ if (this.player.previous_cell && this.player.animation_speed &&
+ this.player.animation_progress <= this.player.animation_speed / 2)
+ {
+ target_cell = this.player.previous_cell;
+ }
+ let dx = actor.cell.x - target_cell.x;
+ let dy = actor.cell.y - target_cell.y;
+ let preferred_horizontal, preferred_vertical;
+ if (dx > 0) {
+ preferred_horizontal = 'west';
+ }
+ else if (dx < 0) {
+ preferred_horizontal = 'east';
+ }
+ if (dy > 0) {
+ preferred_vertical = 'north';
+ }
+ else if (dy < 0) {
+ preferred_vertical = 'south';
+ }
+ // Chooses the furthest direction, vertical wins ties
+ if (Math.abs(dx) > Math.abs(dy)) {
+ // Horizontal first
+ direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
+ }
+ else {
+ // Vertical first
+ direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
+ }
+ }
+ else if (actor.type.movement_mode === 'random') {
+ // blob behavior: move completely at random
+ let modifier = this.get_blob_modifier();
+ direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]];
+ }
+
+ // Check which of those directions we *can*, probably, move in
+ // TODO i think player on force floor will still have some issues here
+ // FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the
+ // lynx behavior? also i hear something about blobs on cloners??
+ if (direction_preference && ! actor.stuck) {
+ let fallback_direction;
+ for (let direction of direction_preference) {
+ if (direction === 'WALKER') {
+ // Walkers roll a random direction ONLY if their first attempt was blocked
+ direction = actor.direction;
+ let num_turns = this.prng() % 4;
+ for (let i = 0; i < num_turns; i++) {
+ direction = DIRECTIONS[direction].right;
+ }
+ }
+ fallback_direction = direction;
+
+ let dest_cell = this.get_neighboring_cell(actor.cell, direction);
+ if (! dest_cell)
+ continue;
+
+ if (! actor.cell.blocks_leaving(actor, direction) &&
+ ! dest_cell.blocks_entering(actor, direction, this, true))
+ {
+ // We found a good direction! Stop here
+ actor.decision = direction;
+ break;
+ }
+ }
+
+ // If all the decisions are blocked, actors still try the last one (and might even
+ // be able to move that way by the time their turn comes around!)
+ if (actor.decision === null) {
+ actor.decision = fallback_direction;
+ }
}
}
- }
-
-
- _advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
- //player now makes a decision based on input
- this.actor_decision(this.player, p1_primary_direction);
-
+
// Third pass: everyone actually moves
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
@@ -626,198 +811,6 @@ export class Level {
});
}
}
-
- actor_decision(actor, p1_primary_direction) {
- if (! actor.cell)
- return;
-
- if (actor.movement_cooldown > 0)
- return;
-
- // Teeth can only move the first 4 of every 8 tics, though "first"
- // can be adjusted
- if (actor.slide_mode === null &&
- actor.type.uses_teeth_hesitation &&
- (this.tic_counter + this.step_parity) % 8 >= 4)
- {
- return;
- }
-
- let direction_preference;
- if (this.compat.sliding_tanks_ignore_button &&
- actor.slide_mode && actor.pending_reverse)
- {
- this._set_prop(actor, 'pending_reverse', false);
- }
- // Blocks that were pushed while sliding will move in the push direction as soon as they
- // stop sliding, regardless of what they landed on
- if (actor.pending_push) {
- actor.decision = actor.pending_push;
- this._set_prop(actor, 'pending_push', null);
- return;
- }
- if (actor.slide_mode === 'ice') {
- // Actors can't make voluntary moves on ice; they just slide
- actor.decision = actor.direction;
- return;
- }
- else if (actor.slide_mode === 'force') {
- // Only the player can make voluntary moves on a force floor,
- // and only if their previous move was an /involuntary/ move on
- // a force floor. If they do, it overrides the forced move
- // XXX this in particular has some subtleties in lynx (e.g. you
- // can override forwards??) and DEFINITELY all kinds of stuff
- // in ms
- if (actor === this.player &&
- p1_primary_direction &&
- actor.last_move_was_force)
- {
- actor.decision = p1_primary_direction;
- this._set_prop(actor, 'last_move_was_force', false);
- }
- else {
- actor.decision = actor.direction;
- if (actor === this.player) {
- this._set_prop(actor, 'last_move_was_force', true);
- }
- }
- return;
- }
- else if (actor === this.player) {
- if (p1_primary_direction) {
- actor.decision = p1_primary_direction;
- this._set_prop(actor, 'last_move_was_force', false);
- }
- return;
- }
- else if (actor.type.movement_mode === 'forward') {
- // blue tank behavior: keep moving forward, reverse if the flag is set
- let direction = actor.direction;
- if (actor.pending_reverse) {
- direction = DIRECTIONS[actor.direction].opposite;
- this._set_prop(actor, 'pending_reverse', false);
- }
- // Tanks are controlled explicitly so they don't check if they're blocked
- // TODO tanks in traps turn around, but tanks on cloners do not, and i use the same
- // prop for both
- if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
- actor.decision = direction;
- }
- return;
- }
- else if (actor.type.movement_mode === 'follow-left') {
- // bug behavior: always try turning as left as possible, and
- // fall back to less-left turns when that fails
- let d = DIRECTIONS[actor.direction];
- direction_preference = [d.left, actor.direction, d.right, d.opposite];
- }
- else if (actor.type.movement_mode === 'follow-right') {
- // paramecium behavior: always try turning as right as
- // possible, and fall back to less-right turns when that fails
- let d = DIRECTIONS[actor.direction];
- direction_preference = [d.right, actor.direction, d.left, d.opposite];
- }
- else if (actor.type.movement_mode === 'turn-left') {
- // glider behavior: preserve current direction; if that doesn't
- // work, turn left, then right, then back the way we came
- let d = DIRECTIONS[actor.direction];
- direction_preference = [actor.direction, d.left, d.right, d.opposite];
- }
- else if (actor.type.movement_mode === 'turn-right') {
- // fireball behavior: preserve current direction; if that doesn't
- // work, turn right, then left, then back the way we came
- let d = DIRECTIONS[actor.direction];
- direction_preference = [actor.direction, d.right, d.left, d.opposite];
- }
- else if (actor.type.movement_mode === 'bounce') {
- // bouncy ball behavior: preserve current direction; if that
- // doesn't work, bounce back the way we came
- let d = DIRECTIONS[actor.direction];
- direction_preference = [actor.direction, d.opposite];
- }
- else if (actor.type.movement_mode === 'bounce-random') {
- // walker behavior: preserve current direction; if that doesn't work, pick a random
- // direction, even the one we failed to move in (but ONLY then)
- direction_preference = [actor.direction, 'WALKER'];
- }
- else if (actor.type.movement_mode === 'pursue') {
- // teeth behavior: always move towards the player
- let target_cell = this.player.cell;
- // CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
- // they're still mostly in it
- if (this.player.previous_cell && this.player.animation_speed &&
- this.player.animation_progress <= this.player.animation_speed / 2)
- {
- target_cell = this.player.previous_cell;
- }
- let dx = actor.cell.x - target_cell.x;
- let dy = actor.cell.y - target_cell.y;
- let preferred_horizontal, preferred_vertical;
- if (dx > 0) {
- preferred_horizontal = 'west';
- }
- else if (dx < 0) {
- preferred_horizontal = 'east';
- }
- if (dy > 0) {
- preferred_vertical = 'north';
- }
- else if (dy < 0) {
- preferred_vertical = 'south';
- }
- // Chooses the furthest direction, vertical wins ties
- if (Math.abs(dx) > Math.abs(dy)) {
- // Horizontal first
- direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
- }
- else {
- // Vertical first
- direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
- }
- }
- else if (actor.type.movement_mode === 'random') {
- // blob behavior: move completely at random
- let modifier = this.get_blob_modifier();
- direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]];
- }
-
- // Check which of those directions we *can*, probably, move in
- // TODO i think player on force floor will still have some issues here
- // FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the
- // lynx behavior? also i hear something about blobs on cloners??
- if (direction_preference && ! actor.stuck) {
- let fallback_direction;
- for (let direction of direction_preference) {
- if (direction === 'WALKER') {
- // Walkers roll a random direction ONLY if their first attempt was blocked
- direction = actor.direction;
- let num_turns = this.prng() % 4;
- for (let i = 0; i < num_turns; i++) {
- direction = DIRECTIONS[direction].right;
- }
- }
- fallback_direction = direction;
-
- let dest_cell = this.get_neighboring_cell(actor.cell, direction);
- if (! dest_cell)
- continue;
-
- if (! actor.cell.blocks_leaving(actor, direction) &&
- ! dest_cell.blocks_entering(actor, direction, this, true))
- {
- // We found a good direction! Stop here
- actor.decision = direction;
- break;
- }
- }
-
- // If all the decisions are blocked, actors still try the last one (and might even
- // be able to move that way by the time their turn comes around!)
- if (actor.decision === null) {
- actor.decision = fallback_direction;
- }
- }
- }
// Try to move the given actor one tile in the given direction and update
// their cooldown. Return true if successful.
@@ -1339,14 +1332,14 @@ export class Level {
}
undo() {
- //reverse the pending_undo too
+ this.aid = Math.max(1, this.aid);
+
+ // In turn-based mode, we might still be in mid-tic with a partial undo stack; do that first
this.pending_undo.reverse();
for (let undo of this.pending_undo) {
undo();
}
this.pending_undo = [];
-
- this.aid = Math.max(1, this.aid);
let entry = this.undo_stack.pop();
// Undo in reverse order! There's no redo, so it's okay to destroy this
diff --git a/js/main.js b/js/main.js
index 2e9a560..986a892 100644
--- a/js/main.js
+++ b/js/main.js
@@ -307,10 +307,24 @@ class Player extends PrimaryView {
}
});
- this.turn_based = false;
- this.turn_based_checkbox = this.root.querySelector('.controls .turn-based');
+ // 0: normal realtime mode
+ // 1: turn-based mode, and the next tic starts at the beginning
+ // 2: turn-based mode, and we're in mid-tic waiting for input
+ this.turn_based = 0;
+ this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
+ this.turn_based_checkbox.checked = false;
this.turn_based_checkbox.addEventListener('change', ev => {
- this.turn_based = !this.turn_based;
+ if (this.turn_based_checkbox.checked) {
+ // If we're leaving real-time mode then we're between tics
+ this.turn_based = 1;
+ }
+ else {
+ if (this.turn_based === 2) {
+ // Finish up the tic
+ this.advance_by(1);
+ }
+ this.turn_based = 0;
+ }
});
// Bind buttons
@@ -329,8 +343,9 @@ class Player extends PrimaryView {
this.undo_button = this.root.querySelector('.controls .control-undo');
this.undo_button.addEventListener('click', ev => {
let player_cell = this.level.player.cell;
- // Keep undoing until (a) we're on another cell and (b) we're not
- // sliding, i.e. we're about to make a conscious move
+ // Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
+ // about to make a conscious move. Note that this means undoing all the way through
+ // force floors, even if you could override them!
let moved = false;
while (this.level.undo_stack.length > 0 &&
! (moved && this.level.player.slide_mode === null))
@@ -417,7 +432,7 @@ class Player extends PrimaryView {
this.previous_action = null; // last direction we were moving, if any
this.using_touch = false; // true if using touch controls
this.current_keys = new Set; // keys that are currently held
- this.current_keys_new = new Set; //for keys that have only been held a frame
+ this.current_keys_new = new Set; // keys that were pressed since input was last read
// TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => {
if (ev.key === 'p' || ev.key === 'Pause') {
@@ -659,7 +674,7 @@ class Player extends PrimaryView {
_clear_state() {
this.set_state('waiting');
- this.waiting_for_input = false;
+ this.turn_based = this.turn_based_checkbox.checked ? 1 : 0;
this.tic_offset = 0;
this.last_advance = 0;
this.demo_faucet = null;
@@ -709,7 +724,7 @@ class Player extends PrimaryView {
for (let key of this.current_keys_new) {
input.add(this.key_mapping[key]);
}
- this.current_keys_new = new Set;
+ this.current_keys_new.clear();
for (let action of Object.values(this.current_touches)) {
input.add(action);
}
@@ -717,8 +732,6 @@ class Player extends PrimaryView {
}
}
- waiting_for_input = false;
-
advance_by(tics) {
for (let i = 0; i < tics; i++) {
let input = this.get_input();
@@ -785,37 +798,26 @@ class Player extends PrimaryView {
var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null;
- //turn based logic
- //first, handle a part 2 we just got input for
- if (this.waiting_for_input)
- {
- if (!this.turn_based || primary_dir != null || input.has('wait'))
- {
- this.waiting_for_input = false;
- this.level.advance_tic(
- primary_dir,
- secondary_dir,
- 2);
-
+ let has_input = primary_dir !== null || input.has('wait');
+ // Turn-based mode complicates this slightly
+ // TODO advance_by(1) no longer advances by 1 tic necessarily...
+ if (this.turn_based === 2) {
+ if (has_input) {
+ this.level.advance_tic(primary_dir, secondary_dir, 2);
+ // TODO what if we just do the next tic part now? but then we can never realign to a tic boundary.
+ this.turn_based = 1;
}
}
- else
- {
- this.level.advance_tic(
- primary_dir,
- secondary_dir,
- 1);
- //then if we should wait for input, the player needs input and we don't have input, we set waiting_for_input, else we run part 2
- if (this.turn_based && this.level.player_awaiting_input() && !(primary_dir != null || input.has('wait')))
- {
- this.waiting_for_input = true;
+ else {
+ // Start from a tic boundary
+ this.level.advance_tic(primary_dir, secondary_dir, 1);
+ if (this.turn_based > 0 && this.level.can_accept_input() && ! has_input) {
+ // If we're in turn-based mode and could provide input here, but don't have any,
+ // then wait until we do
+ this.turn_based = 2;
}
- else
- {
- this.level.advance_tic(
- primary_dir,
- secondary_dir,
- 2);
+ else {
+ this.level.advance_tic(primary_dir, secondary_dir, 2);
}
}
@@ -855,12 +857,8 @@ class Player extends PrimaryView {
this.update_ui();
}
}
-
- if (this.waiting_for_input)
- {
- //freeze tic_offset in time so we don't try to interpolate to the next frame too soon
- this.tic_offset = 0;
- }
+
+ // XXX tic_offset = 0 was here, what does that change
let dt = 1000 / TICS_PER_SECOND;
if (this.state === 'rewinding') {
@@ -871,9 +869,11 @@ class Player extends PrimaryView {
}
undo() {
- //if we were waiting for input and undo, well, now we're not
- this.waiting_for_input = false;
this.level.undo();
+ // Undo always returns to the start of a tic
+ if (this.turn_based === 2) {
+ this.turn_based = 1;
+ }
}
// Redraws every frame, unless the game isn't running
@@ -883,11 +883,12 @@ class Player extends PrimaryView {
// TODO this is not gonna be right while pausing lol
// TODO i'm not sure it'll be right when rewinding either
// TODO or if the game's speed changes. wow!
- if (this.waiting_for_input) {
- //freeze tic_offset in time
+ if (this.turn_based === 2) {
+ // We're frozen in mid-tic, so the clock hasn't advanced yet, but everything has already
+ // finished moving; pretend we're already on the next tic
+ this.tic_offset = 1;
}
- else
- {
+ else {
this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND));
if (this.state === 'rewinding') {
this.tic_offset = 1 - this.tic_offset;
@@ -909,7 +910,6 @@ class Player extends PrimaryView {
// Actually redraw. Used to force drawing outside of normal play
_redraw() {
- this.renderer.waiting_for_input = this.waiting_for_input;
this.renderer.draw(this.tic_offset);
}
diff --git a/js/renderer-canvas.js b/js/renderer-canvas.js
index a854a65..8f558d0 100644
--- a/js/renderer-canvas.js
+++ b/js/renderer-canvas.js
@@ -61,15 +61,13 @@ export class CanvasRenderer {
dx * tw, dy * th, w * tw, h * th);
}
- waiting_for_input = false;
-
draw(tic_offset = 0) {
if (! this.level) {
console.warn("CanvasRenderer.draw: No level to render");
return;
}
- let tic = (this.level.tic_counter ?? 0) + tic_offset + (this.waiting_for_input ? 1 : 0);
+ let tic = (this.level.tic_counter ?? 0) + tic_offset;
let tw = this.tileset.size_x;
let th = this.tileset.size_y;
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);